We need better docking.

@PhilipTarpley
@AndrewGarrison
@weebabyseamus
I'm normally really good at docking in ksp
The controls in this need to have a retro target indicator when you select a target.
You should also have a relative target speed indicator, to tell how fast you are going compared to your target, these current controls are really terrible for docking.

Tags

22 Comments

@AndrewGarrison you should use 2 wasd keys. One for turning, and the other for movement. For example you use wasd to move, and you could use arrow keys to turn. That way you don't have to keep switching between translation mode. You could replace translation feature with relative rcs movement so when it's on rcs input is based off ship's xyz movement and heading. Pressing up moves it forward in the direction the ship is pointing. Turning it off makes rcs input based off where the camera is looking at. Pressing up moves the ship forwards , even if the ship is facing sideways, similar to a drone with headingless controls, it moves forwards from where you are looking at, regardless of the drone's heading.

one thing that would serve this simulator well would be something along the lines of the docking port alignment indicator mod for KSP. I have never used the normal method of docking in KSP after installing that mod because I gave you so much more information in a more concise manner. That would be something incredible to see implemented in this game.

I agree. Also I wasn't able to get roll or z axis working. Roll is really hard to implement with the current nozzels and you can't really use rcs for forward/backwards movement if there's no main engine on your craft, because the controls are only 3-axis (roll, pitch, and yaw)

@RailfanEthan The orbital mechanics are the same pretty much. I was able to get close to my target in this but I never got to actually line up with it, I could not tell how fast i was going when I was right by it.